Fixed Script data for entity copying

This commit is contained in:
Simon Lübeß
2024-01-09 13:41:54 +01:00
parent b93e081e0a
commit 99a12a118c
3 changed files with 71 additions and 29 deletions
+29 -23
View File
@@ -8,6 +8,7 @@ using GlitchyEngine.Content;
using GlitchyEngine.Scripting;
using GlitchyEngine.Math;
using GlitchyEngine.Scripting.Classes;
using GlitchyEngine.Serialization;
namespace GlitchyEngine.World
{
@@ -773,10 +774,14 @@ namespace GlitchyEngine.World
*/
public Entity CreateInstance(Entity entity)
{
Dictionary<UUID, SerializedObject> serializedData = scope .();
defer { ClearDictionaryAndDeleteValues!(serializedData); }
List<Entity> newEntities = scope .();
Dictionary<EcsEntity, EcsEntity> sourceToTargetEntity = scope .();
Dictionary<UUID, UUID> sourceIdToTargetId = scope .();
Dictionary<UUID, Entity> targetIdToSourceEntity = scope .();
List<(UUID oldId, ScriptInstance scriptInstance)> newScripts = scope .();
Entity CopyEntityAndChildren(Entity original, Entity? copyParent)
{
@@ -801,7 +806,7 @@ namespace GlitchyEngine.World
CopyComponent<BoxCollider2DComponent>(original, copy);
CopyComponent<CircleCollider2DComponent>(original, copy);
CopyComponent<PolygonCollider2DComponent>(original, copy);
// Copy ScriptComponent... needs extra handling for the script instances
if (original.TryGetComponent<ScriptComponent>(let sourceScript))
{
@@ -809,15 +814,16 @@ namespace GlitchyEngine.World
targetScript.ScriptClassName = sourceScript.ScriptClassName;
// Initializes the created instance
// TODO: this returns false, if no script with ScriptClassName exists, we have to handle this case correctly I think.
ScriptEngine.InitializeInstance(copy, targetScript);
// TODO: Copy Data from one instance to another
//ScriptEngine.CopyFieldsToInstance(targetScript, sourceScript);
// TODO: Only if we are in Runtime
targetScript.Instance.InvokeOnCreate();
if (sourceScript.Instance != null)
{
ScriptEngine.SerializeScriptInstance(sourceScript.Instance, serializedData);
// Initializes the created instance
// TODO: this returns false, if no script with ScriptClassName exists, we have to handle this case correctly I think.
ScriptEngine.InitializeInstance(copy, targetScript);
newScripts.Add((original.UUID, targetScript.Instance));
}
}
// This is kinda slow because it's in O(n*m) where n is the tree depth and m is the total number of entities in the scene...
@@ -830,22 +836,22 @@ namespace GlitchyEngine.World
}
Entity newEntity = CopyEntityAndChildren(entity, null);
for (let copy in newEntities)
// Replace old IDs with new ones
ScriptEngine.FixupSerializedIds(sourceIdToTargetId, serializedData);
// Use separate loops for deserialization and OnCreate to ensure complete entities and references in OnCreate
for (let (originalId, newScriptInstance) in newScripts)
{
if (copy.TryGetComponent<ScriptComponent>(let targetScript))
{
Entity originalEntity = targetIdToSourceEntity[copy.UUID];
if (!originalEntity.TryGetComponent<ScriptComponent>(let sourceScript))
continue;
ScriptEngine.CopyFieldsToInstance(targetScript, sourceScript, sourceIdToTargetId);
//targetScript.Instance.InvokeOnCreate();
}
ScriptEngine.DeserializeScriptInstance(originalId, newScriptInstance, serializedData);
}
for (let (_, newScriptInstance) in newScripts)
{
if (ScriptEngine.ApplicationInfo.IsInPlayMode || newScriptInstance.ScriptClass.RunInEditMode)
newScriptInstance.InvokeOnCreate();
}
return newEntity;
}